I will let any of Codexian medieval warfare experts deal with that.
CRPGs rarely match reality. The opinion of larping faggots is irrelevant.
Larping faggots are those who come up with lulzy, nonsensical shit for RPGs, not those who are interested in how stuff actually worked.
There is no requirements for an RPG to stick to "how stuff actually worked". If that was the case there would be no mages, among other things. Plus, you have no fuckign clue what you're talking about which is why you feel the need to cry for medieval larpers to come to your defense.
If they are defined by what you wear and rise in association with other skillchecks then yes, they are.
Read what you're responding to, for fuck's sake.
I did. "
You can easily build a character in a way that doesn't include one of 2-4 specific skills if you have dozens of them." No matter what you say, there is a direct parallel between being forced to defend and being forced to attack. Even if we limit skills to explicit attack and explicit defense, a combat character will be forced to raise an offensive skill (sword, bow magic) just like a combat character is forced to raise an armor skill. Most games focus on attack more often than defense but I can just as easily design a game where the skills cover a handful of offense types and a shitton of defense types:
Offense skills:
Melee Combat - Get better at using melee weapons
Archery - Get better at using bows
Destruction Magic - get better at using damage spells. Spells require you to hold a spellbook instead of a weapon and the other hand must be free.
Misc Skills:
Athletics - Running requires stamina. The heavier your equipment, the more is consumed.
Acrobatics - Jumping requires stamina. The heavier your equipment, the more is consumed.
Defense skills:
Dodging - Get better at avoiding attacks by moving out of the way. Dodging will consume stamina. Stamina used is proportional to the total weight of your equipment.
Parrying - Get better at blocking weapons with your own weapon. Stamina used and deflection efficiency is proportional to the weight of the weapon and gauntlet. Requires you to hold a melee weapon.
Countershot - deflect incoming arrows by automatically firing arrows at them. Requires you to hold a bow. Uses stamina and arrows.
Counterspell - deflect incoming spells by automatically causing them to fizzle. Requires spellbook ready. Uses mana.
Buckler - Allows you to proficiently block attacks with a buckler. Low effectiveness against melee attacks, ineffective against ranged attacks, no mobility reduction.
Targe - Allows you to proficiently block attacks with a targe. Moderately effective against melee attacks, ineffective against ranged attacks, low mobility reduction.
Kite shield - Allows you to proficiently block attacks with a kite shield. Moderately effective against both melee and ranged attacks, moderate mobility reduction.
Pavise - Allows you to proficiently block attacks with a pavise. Moderately effective against melee, very effective against ranged attacks, high mobility reduction.
Tower Shield - Allows you to proficiently block attacks with a tower shield. Very effective against everything, huge mobility reduction.
Leather armor - move proficiently in leather armor. minimal protection. No mobility reduction.
Chain mail armor - move proficiently in chain mail armor. Moderate melee protection, extra lightning damage. Lingering fire damage. Ice damage has a chance to break your armor. Slight mobility reduction.
Scale Mail armor - Move proficiently in scale mail armor. Moderate protection against everything, extra lighting damage. Lingering fire damage. Ice damage has a chance to break your armor. Moderate mobility reduction.
Plate Mail armor - Move proficiently in plate mail armor. Good protection against everything. massive extra lightning damage. massive lingering fire damage. Ice damage has a chance to break your armor. Large mobility reduction.
Obsidian Armor - Move proficiently in obsidian armor. Moderate protection against physical attacks. Immune to elemental damage. Massive mobility reduction.
Iron Skin - Increased damage reduction from iron skin spells. Wearing armor while this spell is active will completely immobilize you. Moderate mobility reduction.
Blink - Use magic to slip into another dimension to avoid an attack. Each blink consumes mana. The more you and your equipment weigh, the more mana will be used.
*All blocking requires stamina based on shield weight and weight of blocked weapon
**Mobility reduces overall speed, including walking, running, attacking, casting, jumping height/distance, etc.
There, you can easily build a character that doesn't include 2-4 specific skills. Fuck, you can build a character that doesn't include any of them, because all of them (including dodging) has a downside and you might choose to just run around in normal clothes and save all your resources for keeping your distance and attacking.
They do. I'm not speaking of desperate, "do or die" need, but just trying to utilize those skills in right circumstances - trying to get to potential loot or running because you have stamina to burn and it will be quicker.
You will get a marginal, virtually non-existent boost in running or jumping instead of getting marginal, virtually non-existant boost in magic skills. It's no different from a morrowind warrior keeping teleport spells around because they're more convenient than walking in some situations. Why is this a problem? Rigid builds are not how the real world actually works, they're a manufactured gamey feature that this type of system tries to avoid, usually by design.
Compare melee weapon skills - if you're poor at those, then even if you might use them when pressed, you'll avoid using them at all cost, because trying to use them ends up with you getting raped horribly most of the time.
If ammunition and mana are scarce you might use them against weaker enemies anyway to conserve your resources, just like you might run instead of teleport somewhere to conserve your resources. No need to fireball a rat.
Except you can always practice jumping until your character bleeds regardless of your actual build. That's the whole problem here.
No, that's not a problem at all. You can always practice any skill you want until your character bleeds. A wizard can grab some heavy armor and an axe and go fight increasingly strong enemies until he masters them both. There is nothing special about passive skills in this regard.
Except archer using axes instead of bow is punished by getting raped. Mage clearing obstacles by bunnyhopping is rewarded by having more mana to spend when he actually needs it *AND* increased ability to jump. See the disparity?
No, I don't. Archer using axes against fodder will kill them is rewarded by having a bit of extra skill if he is forced into melee against a competent opponent and having more arrows to use when he actually needs them. He will get raped against strong opponents, just like a mage won't be able to clear a chasm by bunny hopping, but they will both gain marginal use from practice with these respective skills while being prohibited from making liberal use of them. There is no disparity unless the game design is shit (enemies are too easy, there are no opportunities to genuinely make good use of a high jumping skill, etc.)